Author Topic: The current strat system...  (Read 1211 times)

Offline Kazaa

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The current strat system...
« on: June 23, 2010, 06:52:43 AM »
needs work?

I feel that the strats in Aces High should be a hive of action. Currently they're to far behind enemy lines and disapear when you take a base close enough in range to assult them from.

/discuss.
« Last Edit: June 23, 2010, 07:09:10 AM by Kazaa »



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Offline Delirium

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Re: The current strat system...
« Reply #1 on: June 23, 2010, 06:58:02 AM »
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Offline Kazaa

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Re: The current strat system...
« Reply #2 on: June 23, 2010, 07:01:27 AM »
I know about the other thread, I even posted in it. I feel that the system fails so badly that the topic requires reinforcing with a second of its kind.



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Offline thndregg

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Re: The current strat system...
« Reply #3 on: June 23, 2010, 07:26:55 AM »
I said it in the other thread. Whatever the system ends up being, it has to be undeniably valuable enough for one side to vehemently defend against it being attacked, and the other side to attempt to attack & destroy it, depriving the invaded country of something immediately valuable. Beyond this concept I have no clue. I do know that it would create one hell of a fight.
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Offline Dragon

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Re: The current strat system...
« Reply #4 on: June 23, 2010, 07:43:29 AM »
This is what, the third or fourth change in the strat system?  Each one has had it's good and bad points.  Although I did prefer the separated strats, the cluster has led to some fun bomber beat downs.

I'd offer my opinion on the perfect strat system, but I really can't come up with one.
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Offline Tec

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Re: The current strat system...
« Reply #5 on: June 23, 2010, 08:36:31 AM »
I find your use of /discuss to be incorrect.  Other than that I'll let you guise hammer out all the details.
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Offline Lusche

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Re: The current strat system...
« Reply #6 on: June 23, 2010, 08:40:39 AM »
I'd offer my opinion on the perfect strat system, but I really can't come up with one.

I have and I posted it in that other thread  :neener:  ;)
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Offline shreck

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Re: The current strat system...
« Reply #7 on: June 23, 2010, 08:47:47 AM »
Attach ENY to the factory system! As factories are reduced the ENY of all rides is lowered even to the point of having to spend perks to fly any ride  :aok

 If peeps have to pay perks to fly "less than optimum" rides, they will defend that factory next time  :aok



Or just make spit, pony, LA7 etc. factories

Offline Lusche

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Re: The current strat system...
« Reply #8 on: June 23, 2010, 09:30:31 AM »
Attach ENY to the factory system! As factories are reduced the ENY of all rides is lowered even to the point of having to spend perks to fly any ride  :aok

 If peeps have to pay perks to fly "less than optimum" rides, they will defend that factory next time  :aok



Or just make spit, pony, LA7 etc. factories

Nothing of that will ever happen - for good reasons :)
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Offline hitech

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Re: The current strat system...
« Reply #9 on: June 23, 2010, 12:03:26 PM »
Agreed Kazaa

Offline Baumer

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Re: The current strat system...
« Reply #10 on: June 23, 2010, 12:47:42 PM »
I think a different approach might be needed in order to make the strats system a more meaningful part of the game.

Instead of a "harm the other country" approach, which I think leads to unbalanced game-play. I would propose a "help the attacker" approach, that would have less of an effect if the attacker was "steamrolling" the other sides.

For example lets assume the following;

Country A owns 75% of it's own bases
Country B owns 100% of ti's own bases
Country C owns 100% of it's own bases and 25% of Country A's bases

I would propose that for each 10% of Country C's City that gets destroyed by Country A. Country A gets the benefit of their airfield town downtime is reduced by 1 minute. So if Country A destroys 50% of Country C's city then the Country A town would rebuild in 10 minutes versus 15 minutes. This makes it harder for Country C to capture Country A's airfields.

This type of benefit would only apply to the default bases that a country owns, not to bases that have been captured. This way the strat system can still have a viable impact on the game, but not so much that it creates an unbalanced arena.

There are many more examples for each type of strat factory.


The important point, is to change the way the strat damage rewards the effort (of attacking the stats), without creating an unbalanced effect on game-play.


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Offline WMLute

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Re: The current strat system...
« Reply #11 on: June 23, 2010, 12:56:29 PM »
I always liked the idea of tying the strat system to ENY.

The higher the ENY, the longer things stay down and the faster the other countries pop back.

So if one country has an ENY of 30 (for example) their Hangers (or ack, or ord, or dar, or town blds, etc) stay down for 30 min and the other countries stay down for 10.

(random numbers plugged in there just to illustrate idea)
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Offline Jayhawk

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Re: The current strat system...
« Reply #12 on: June 23, 2010, 01:08:24 PM »
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Offline Baumer

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Re: The current strat system...
« Reply #13 on: June 23, 2010, 02:24:36 PM »
One issue with Jayhawks' idea is limitations of the current resupply system.

This is an area that I think needs attention, how can the resupply lines work better. For example the roads/rail-lines/and barge paths, are limited by the 10 minute resupply time. no matter how long you make the route the vehicle will travel fast enough to get to the base in 10 minutes. So if you make the train route long enough, you can have trains going 300 mph, this really limits what you can do with them. I think the vehicles should have an upper speed limit that's historically correct, and allow for multiple trains on the path at the same time. Then give the terrain editor a time limit first resupply vehicle, so it must arrive within 30 minutes (after the initial 30 minute delay, a train/barge/truck would arrive every 10 minutes).

So here are some example speeds,

Trucks- limited to 25 mph, and a range of 12.5 miles
Trains- limited to 35 mph, and a range of 17.5 miles
Barges- limited to 15 mph, and a range of 7.5 miles (yes I know this speed is a bit high historically, but it needs to balance the max resupply time of 30 minutes)

So these are longer routes at realistic speeds and it would only delay resupply in the first 30 minutes that an arena is loaded. After the initial 30 minutes, the resupply would arrive every 10 minutes like it does now.

I suspect this would take some major changes, and may not be feasible with the current resupply system, but it's a step to making the strats and resupply system, better targets.   
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Offline Lusche

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Re: The current strat system...
« Reply #14 on: June 23, 2010, 02:33:40 PM »
It's not only the range. Actually I was glad about more rearward located strats, because that would make for some missions really different from the quick smash & grab or furballing stuff. In some ways, it's like being able to have a mini-scenario inside the MA.

The main problem is: It's not "worth" it. If you fly for your chesspiece country, there are much more rewarding ways to support your noble cause, if you keep an eye on your score & perks, it's much easier to milk a few remote towns from 25K, instead of traveling to a distant, extremely well-protected target.
I always grin when I read "they just do it for score" when a major strat raid is on the way, because from a score & rank point of view, it's about the worst mission you can do ;)
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